Davioware's Recent Forum Activity

  • The canvas issue can be solved by having:

    CODE: SELECT ALL

    +Start of layout

    -Canvas width = layoutwidth

    -Canvas height = layoutheight

    just use canvas start of layout set height/width to layout height/width.

    This is actually a very bad idea. Having a canvas the size of the layout is ridiculous. Levels are usually way bigger than 2056x2056 (especially in the case of thomas mahlers overly demanding game), and canvases larger than 2056 in any direction results in VRAM death.

    A better idea would be to set the canvases to display height/width, but with resolutions larger than 1024 x anything, the game would probably be unplayable due to low fps (although i noticed my 8300 GS supports render targets with different than power of 2 textures, but that's not the case with most computers i believe.). 2 full screen canvases is generally a bad idea, it would really hurt the fps during gameplay.

  • The best way to learn Construct is to play around.

  • be careful with overlapping at offset, it's hard on the cpu.

  • wow, never knew that was there.

  • paper mario 64? I found it fun.

  • nice!

    having a physical controller which interfaces with construct would be awesome. Somebody really should make a mindstorms plugin... Damn do i wanna try mindstorms....

  • if you mean the event editor objects list, then you can organize them by type.

    click on the object, then there is a field called "category" in the properties bar. which allows you to group objects by named categories.

  • use the selection box tool.

  • can be used at any time, to return the number of picked instances of a sprite.

    eg. A overlaps B >> if none overlap, then it will return 0, since none are picked.

    You can use it in nested structures of picking subevents to check for the count of picked objects and it would return different numbers at different points of the tree.

    i know you can do this with a for each and a variable, but having an expression could come in handy.

  • would it be possible to corrupt caps if they weren't using the plugin? does just having them in the plugins folder have any impact like that?

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  • you can code this yourself directly in construct, but it can be a bit tricky for beginners.

    Also, there is no need to do this unless you notice slowdown in your game, because the runtime is hardware accelerated and very fast.

    How are the sprites that are not on screen managed? are they all 'ticked' even when not on screen?

    Yes, but you can add code which stops cpu-intensive events if the sprites aren't onscreen.

    sprite is on screen

    subevent -run checks

    subevent -more tests

    this way, sprites are only checked to be onscreen, and won't eat up cpu doing all kinds of other tests and checks when not needed.

    Unless your game is a very small resolution (320x240), then optimizing graphics will be your main concern.

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Davioware

Member since 25 Sep, 2008

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